[1.0] Trading Economy 3.1

Started by WalkingProblem, September 08, 2017, 08:54:18 PM

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Definitely not Sceaudufax

Suggestion: I think it would be neat to have trade related disasters. For example in the post about building wood furniture and being a woodworker, that's all fine and dandy but this would not be Rimworld without TERMITES or similar. Blight, corrosion, spontaneous combustion, economic depression, etc.

WalkingProblem

Quote from: Definitely not Sceaudufax on September 11, 2017, 06:53:25 PM
Suggestion: I think it would be neat to have trade related disasters. For example in the post about building wood furniture and being a woodworker, that's all fine and dandy but this would not be Rimworld without TERMITES or similar. Blight, corrosion, spontaneous combustion, economic depression, etc.

Yeah, thats something I am actually looking at.

I am researching the codes (i literally even dream about it) and thinking non-stop about the logics - to see how I can implement these.

However the "economic events" will be mainly "macro" - so it will be more of something big happen in the world, thus causing major price fluctuations for certain products

WalkingProblem

Trading Economy Ver1.3 Released!!!
Now Weapons & Gears Balanced!!!



VER 1.3 DEVELOPER'S NOTE
This is a Walkblem gears balancing update, as the previous update was a quick patch to solve immediate issues while balancing was put aside. After extensive testing and balancing, the Walkblem weapons and gears are now more balanced and with the correct pricing reflected. Weapons are still powerful, but not invincible. Resolved some bugs like gears cannot be moved to storage as well as the lack of food by the soldiers. Trade caravans are now well defended but no longer as invincible/OP – although there is also no longer any needs to do that after severely nerfing the amount of wealth brought by the caravans. The Walkblem gears and weapons are now available for sale, only at Walkblem Military Industrial Complex bases/colonies – but they are very expensive – and rightly so, as they are the most state of the art weaponry in the galaxy. This update also marks the return of the explosive rounds for the Walkblem Charge Rifle, the 1.2 version of the rifle just doesnt feel right – now the Walkblem rifle is powerful but not overpowered – it only does small damages with every round, but every round causes serious bleeding injuries to its victims – giving it a form of balance. Walkblem Power Armor now works more as a Powered Suit, giving dodging and carry buffs for the users. Walkblem smokepop now covers a bigger area, to provide cover for the entire squad, complimenting the Walkblem military's warfare tactics. Hope this update makes the game more fun for you!

———-

VER 1.3 CHANGELOG:
– Added unique textures for all 3 Walkblem weapons
– Explosive round returns to Walkblem Charge Rifle, but damage significantly reduced, accuracy is also reduced at long range.
– Walkblem Sniper Rifle damage increased, but ranged is greatly reduced
– Walkblem Power Armor is now Walkblem Powered Armor Suit, added improved dodging, improve melee accuracy and increase carrying capacity
– Walkblem Smokepop Belt now covers a bigger radius to cover entire squad
– Walkblem Power Armor Helmet is slightly nerfed.
– All Walkblem gears prices are adjusted according to its usefulness
– All Walkblem gears are for sale at Walkblem Military Industrial Complex centers.
– All Walkblem weapons will no longer disappear on drop
– Walkblem gears cannot be haul to storage bug resolved
– Backstories added for all Walkblem Gears
– Gave food to Walkblem Soldiers (previously missing)
– Walkblem Soldier is now assigned as the trader
– Now Walkblem military forces, despite still stronger than most factions, is now more beatable.

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OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-ver1-3/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
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Canute

QuoteBut if have a choice, I still prefer to build an armored vehicle to bring the goods. I just not sure how to "patch" a xml file without causing mod conflicts... anyone have any idea?
Yes, Vehicles   https://ludeon.com/forums/index.php?topic=34575.0
You can use like the mod the jecstools lib to create own vehicles.


About the gear,
it is ok that you made caravans a more dangerous theat so they can't be killed that easy and the player get all these goodies.
But i don't realy like the idea that they can drop adv. weapons/appearal.
As security advisor of these trading faction i would suggest a smartlock to all adv. gear the caravan carry, so they can't be used against us. Destroy on drop !

And i just would improve the Walkblem Powered Armor Suit/helnet more then you allready have, so the caravan troops get very strong even with regular assault rifes and plasteel shivs.
+10 mellee damage, +5.0 m/s, + range accu. so they nearly miss. I don't think you can increase range damage.
Ofcourse they selfdestruct on death.

WalkingProblem

Quote from: Canute on September 12, 2017, 02:59:44 AM
Yes, Vehicles   https://ludeon.com/forums/index.php?topic=34575.0
You can use like the mod the jecstools lib to create own vehicles.


About the gear,
it is ok that you made caravans a more dangerous theat so they can't be killed that easy and the player get all these goodies.
But i don't realy like the idea that they can drop adv. weapons/appearal.
As security advisor of these trading faction i would suggest a smartlock to all adv. gear the caravan carry, so they can't be used against us. Destroy on drop !

And i just would improve the Walkblem Powered Armor Suit/helnet more then you allready have, so the caravan troops get very strong even with regular assault rifes and plasteel shivs.
+10 mellee damage, +5.0 m/s, + range accu. so they nearly miss. I don't think you can increase range damage.
Ofcourse they selfdestruct on death.

Actually the "vehicle" i am thinking is just a "centipede" kindda pawn to replace the muffalo~ LOL

As for the gears, people are complaining to me that they want to be "rewarded" for the hardwork of defeating the caravan. Which is why I went thru a lot of effort ensure that the gears and weapons are balanced in a way that, while its powerful, its not OP.

For the armor, it currently increases melee accuracy. Its a powered suit, so it also increases movement speed by 5 and increase carrying capacity. Range accuracy i didnt add, since the weapons are already more accurate than any other weapons in the vanilla game, I think with the exception of Scyther's weapon. 

But the same issue is with the armor, I cannot over-buff it or it will become OP, especially I want it to be "dropable".

From my testings as well, I do not find it a good idea at all to engage in a firefight with the Walkblem soldiers. The Gunbladers are very efficient killers and you cant really run away from the Walkblem Snipers (average 2 shots to kill up to a range of 50). From my testings, its literally impossible to get away fighting the Walkblem Soldiers unscathed. Its probably not very worth it to try to raid a Walkblem caravan at all.

Canute

You have no idea !! :-)
Sure at a regular fight they might win, but you forget about other mods.
- A Sithlord, don't even need to fight them, he just drive caravan members into berserk, and the remain caravan kills them.
- Werwolfs are pretty immun again normal damage, none of your soldier would survive a 1vs1 with one.
- Orassan Cyro launcher is still very powerful and a sideeffect it don't aggro if the blast hit one.

But the reward from killing a caravan should be their trade goods, and not the equipment the of the soldiers.

AngleWyrm

Quote from: Walking Problem on September 11, 2017, 06:45:46 PM
I dun think the Rimworld engine allows such change in stats - and also the players will feel cheated, and then I get another round of complains... lol... I think I just need to make sure things are balanced and it should be fine.
The similarity painted was to the notion of OP weapons, but just for enemies: Is it the weapon that's OP or is it the mob that's OP?
Note: The new update addressed that issue.

And what is this thing called OP anyway?

I'd like to suggest that the sense of OP-ness can be measured as content the player could have enjoyed that has been skipped/barred. That could be because the content is no longer viable on some scale of superiority, or it could be because further content along that scale has become inaccessible.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Canute

OP Overpowered, that when something is significant stronger then their vanila counterpart.

I don't have problem with OP Caravan guards, when their weapons/apparel vanish. Caravans are too weak. Even an orassan caravan with the good orassan weapon/armor are not a real threat.
Why, because they are AI controled and not very clever, but at last orassan caravans can handle zombie attacks, except they kill themself with cyrolauncher. While other caravans mosttimes wiped out.


WalkingProblem

Quote from: AngleWyrm on September 12, 2017, 12:24:50 PM
The similarity painted was to the notion of OP weapons, but just for enemies: Is it the weapon that's OP or is it the mob that's OP?
Note: The new update addressed that issue.

And what is this thing called OP anyway?

I'd like to suggest that the sense of OP-ness can be measured as content the player could have enjoyed that has been skipped/barred. That could be because the content is no longer viable on some scale of superiority, or it could be because further content along that scale has become inaccessible.

Yeah I totally agree with the way you define it.

Because if the weapons and armor are way too powerful, the rest of the weapons may actually be irrelevant - thus "spoiling the game" for the players. This happens in even First Person Shooters. There was this rifle that was really good in one of the game (I think is battlefield 2?) I played, and after I discovered it, how its almost always 1-2 shots kill, I stopped using any other weapons. But it also killed the joy of playing and the effort of the developers making all the other weapons. 

So similarly, while I try to make the weapons powerful (like how my backstory goes for the mod), I need to ensure that the weapons have their draw backs, or at least the players will not be able to use it the way how the Walkblem Soldiers do, unless they have the full gear~

-------

Quote from: Canute on September 12, 2017, 12:14:02 PM
You have no idea !! :-)
Sure at a regular fight they might win, but you forget about other mods.
- A Sithlord, don't even need to fight them, he just drive caravan members into berserk, and the remain caravan kills them.
- Werwolfs are pretty immun again normal damage, none of your soldier would survive a 1vs1 with one.
- Orassan Cyro launcher is still very powerful and a sideeffect it don't aggro if the blast hit one.

But the reward from killing a caravan should be their trade goods, and not the equipment the of the soldiers.

Yeah, definitely okay with me, if players beat the caravan escorts with jedi-sith awesomeness or with other mods. Not sure about the werewolfs, as the gunblades are really powerful melee weapons.

Anyway, its totally fine with me too if they want to simply raid the caravan goods (since I already tone it way way down), and make an enemy out of an useful friend (faction). Thats something I want to allow in my mod - a choice for the players to make~

WalkingProblem

TRADING ECONOMY VER1.4 UPDATE



I was informed that there are some problem with the mod where they are unable to call for trade caravans due to the "faction leader unavailable".
Finally, after some digging, the problem is finally resolved.

VER 1.4 CHANGELOG:
– Added Walkblem Executive
– Resolved faction leader unavailable bug

---------

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-ver1-4/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
FACEBOOK DISCUSSION GROUP: http://fb.com/groups/walkingproblemstudios/

OmG_PotatoeZ


WalkingProblem

Quote from: OmG_PotatoeZ on October 10, 2017, 04:05:52 PM
is this Combat Extended compatible?

In term of the weapons carried by the guards. Nope.

I heard my OP gunblade became butter knifes in CE.

OmG_PotatoeZ

Quote from: Walking Problem on October 10, 2017, 11:30:59 PM
Quote from: OmG_PotatoeZ on October 10, 2017, 04:05:52 PM
is this Combat Extended compatible?

In term of the weapons carried by the guards. Nope.

I heard my OP gunblade became butter knifes in CE.

I was told by asst. devs of C.E all you have to do is make a spreadsheet with the statistics of your weapons for it to be compatible, will refer to their Discord and ask about it on your Discord

WalkingProblem


TRADING ECONOMY VER1.4 COMBAT EXTENDED PATCH



This is a simple patch that make the 2 Walkblem guns compatible with Combat Extended mod (CE). I also added Prometheus and FSX to Walkblem Technologies.

Unfortunately, due to technical problems, I am unable to add any of the weapons, ammo or turrets from CE to be sold by the Walkblem Military Industrial Complex.

Make do guys. Make do.

(will try again when I feel like it...)

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-ver1-4-combat-extended-patch/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1167647308